axmol/core/renderer/shaders/cameraClear.vert

23 lines
436 B
GLSL

#version 310 es
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 2) in vec2 a_texCoord;
layout(location = 0) out vec2 v_texCoord;
layout(location = 1) out vec4 v_color;
layout(std140, binding = 0) uniform vs_ub {
float depth;
};
void main()
{
gl_Position = a_position;
gl_Position.z = depth;
gl_Position.w = 1.0;
v_texCoord = a_texCoord;
v_color = a_color;
}